<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<!-- http://hge.relishgames.com -->

<html>

<head>
<meta name="Keywords" content="game engine, 2d, hardware accelerated, hge, engine, relish games, game development">
<meta name="Description" content="Haaf's Game Engine - Hardware accelerated 2D games engine">
<title>Haaf's Game Engine - Hardware accelerated 2D games engine</title>
<link rel=stylesheet type=text/css href=hge.css>
<script language="JavaScript" src="hge.js"></script>
</head>

<body onload="setContents('cnt_hgedata.html');" bgcolor=#ffffff text=#000000 link=#7F0000 vlink=#7F0000 alink=#7F0000 marginwidth=0 marginheight=0 leftmargin=0 topmargin=0>
<table height=100% cellspacing=0 cellpadding=0 border=0><tr>

<td valign=top>
<table width=566 cellspacing=0 cellpadding=20 border=0><tr><td>
<h1 style="margin-top:0px">HGE Vertex structure</h1>
<p>
<b>T</b>he <b>hgeVertex</b> structure is used to describe vertices of which <b>HGE</b> graphic primitives consist.
</p>
<pre>
struct hgeVertex
{
  float  <b>x</b>, <b>y</b>;
  float  <b>z</b>;
  DWORD  <b>col</b>;
  float  <b>tx</b>, <b>ty</b>;
};
</pre>
<h2>Members</h2>
<dl>
<dt>x
<dd>Screen X-coordinate.
<dt>y
<dd>Screen Y-coordinate.
<dt>z
<dd>Vertex Z-order ranging from 0.0 to 1.0.<br>
If Z-buffer isn't used, the value is ignored.
<dt>col
<dd>Vertex color and opacity.
<dt>tx
<dd>Texture X-coordinate in range 0.0 to 1.0.
<dt>ty
<dd>Texture Y-coordinate in range 0.0 to 1.0.
</dl>
<h2>Remarks</h2>
<p>
If you specify values outside the 0.0-1.0 range for texture coordinates,
the texture data will be repeated on every integer junction. For example,
it is an easy way to implement "rotozoom" effect.
</p>
<h2>Requirements</h2>
<p>
<b>Header:</b> hge.h
</p>
<h2>See also</h2>
<p>
<a href="hgedata_triple.html">Triple structure</a>,
<a href="hgedata_quad.html">Quad structure</a>,
<a href="hgedata_hwcolor.html">Hardware color format</a>
</p>
<br>
</td></tr></table>
</td>

</tr></table>
</body>

</html>